From Blender to Web3D with ArtisGL 4.0.3

Experiment with new release of ArtisGL (4.0.3) and Blender sample scene.

ArtisGL 4.0.3 includes improvement of shadows, AO, area lights and mirrors.
One of the outputs, supported by ArtisGL is Web3D ready scenes (including VR ready scenes).
That’s a reason why rendering engine is fully web-oriented, means what you see in viewport, will be available in any output, including browser.

However, this case of experiment is quite difficult, because we are trying to port to WebGL Blender scene, with 800k polygons and high-quality rendering.

Moreover, we will not use baked lights or light maps, full rendering process should be performed in real-time.

The following short tutorial video demonstrates how it can happen.

The full scene exported to ArtisGL and rendered with the following options

PCSS Shadows

Ambient Occlusion

Noised mirrors

Active Environment Reflections

Two Area lights with specular coefficient

One Directional light and one Point light

Finally, low-power bloom effect is applied.

However, this case is good if you have normal video-card on your PC (for example NVidia), but if your video card is Intel or any other on-board video card, we will have problem while rotating this scene in real-time.

It means that before publishing we must limit some rotation options of scene. This is why we will use Web3D Viewer Options to hide some hard calculations during rotation: Bloom, AO and Mirrors. This will allow fast rotation of scene on any PC with slow integrated graphics, and scene will be rendered just after rotation stopped.